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v0.3.4

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@github-actions github-actions released this 02 Oct 15:10
· 254 commits to main since this release

Rogue Mode on the title - a run of FF3's battles in three acts, with rewards, elites and bosses - and the battle hooks it is built on; the job change scene for mods' menus; a fix for the Config screen crashing on a replaced menu text.

Added

  • Jobs: Game.Party.ChangeJob(id, job, done) - from a mod's menu screen, the game's own job change scene (the hero on a stage, the crystal's light, the new job's figure at the flash), then done with whether the job changed.
  • Mastery: changing jobs from its Jobs screen plays that scene, as the game's Job menu does.
  • Battles: Game.Battle.Start(MonsterGroup, battleMap, options) - a monster party made in code; BattleOptions.LossReturns ends a wipe on the field.
  • Battles: BattleMonstersReady, BattleDamage, BattleTurnStarting, BattleUnitFell, BattleRewards and Game.Battle.Units - a monster's stats for one battle, a hit's damage, a turn, a fall (and a revive), the spoils.
  • Rogue Mode sample: a run of FF3's battles from the title - acts, a job budget, rewards and rerolls, passives, elites, bosses, seeds.
  • Test drives: repeat <key> <seconds> until <regex> - a key pressed every so often until a log line comes (a battle's spoils, and no press past them).
  • HUD: Game.Hud.FieldButtons - the field's Menu, Map and Talk buttons taken down while a mod's screens stand in for the field.

Fixes

  • Menus: Game.Menus.Open from the field opens the mod's screen, not the main menu.
  • Menus: a mod's screen leaving for the field, or for another of the mod's screens, no longer flashes the game's plain backdrop; the screen's own background stays up through the fade.
  • Config: the game's Config screen no longer crashes when the menu text (eureka_menu.msd) lacks one of its rows' words (a replaced game file); the row is left blank and the log names it.